• 1

    posted a message on LanteaCraft

    Read the first post again.

    See that last line? That's not even the case with the new versions as they are a total rewrite from scratch.

    Also, http://git.io/vnoFy it's in the Mod's MCInfo which shows on the mod info screen in forge.


    Greg's code is open source, and nothing in his license prevents someone forking his code, if you bothered to read the first few posts of this thread you'd see this started as a fixed version of his mod when 1.6.4 released and broke his world generation code when forge added a pair of methods for saving structures that had to be called. This mod was first to add OpenComputers and ComputerCraft support directly to the mod, the first to add 9 cheveron gates, the first to do the 3d modeled DHD, the first to fix compatibility with MCPC/Cauldron, the first to fix the limit on negative dim IDs, and to raise the limit on positive IDs, the first to increase the range of possible gates from the center of the world. So yes, the original LanteaCraft was based on SGCraft, his licenses permits forking his project, I did so to fix issues, and when he didn't want to work with me on those fixes, I decided to go my own direction.


    As far as the size of the mod goes, I'm wondering why exactly that's a problem? It doesn't load anything extra into minecraft unless you force it to use the larger textures (Which isn't possible ATM because the config option isn't re-implemented yet).

    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft

    Gates don't use power currently, it was disabled a while back cause of API changes.

    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft
    Quote from yanniclord»

    People, there hasnt been any update for a long time on this mod, i would count it as temporary dead :(


    Yeaaaah no... It's not even been 30 days since the last commit, Both Lochie and have been busy recently IRL (We both have jobs now AFAIK).

    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft
    Quote from Acronza1»

    are there updates still being released on this mod?

    and also, i have a few tec mods installed with this, can they power the naquada generator and the stargate control?


    Have you even read this thread? There was an update on the 12th for the Experimental version.. Build 70 of the stable version has power disabled, and experimental has yet to have power implemented.

    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft

    Thanks :)

    I couldn't quite get it working but it's no biggie. I'm not gonna use the gates much anyway until the bugs and stuff get sorted out and there's an official computercraft program for it. Hopefully ccDHD will be updated, or a new dialing program that looks more cannonical (I'm almost certain I spelled cannonical wrong lol)

    So what's the Naquadriah gonna be used for? I'm hoping we'll get a Naquadriah generator. That'd be cool


    If/When ccDHD gets updated I plan on trying to include it with the mod, that's the plan anyway.

    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft

    Umm... I've been using Optifine with LC with no issue for ages, I'm not sure why LC2 would be different.

    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft

    We've never supported directly connecting a wireless modem to a stargate even with the adapter. I'm not sure if you can currently place a wired modem on the gate (I think it's still returning false on a is solid check) But if not, just place the computer directly next to it.

    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft

    Currently, no... The setting was overlooked when we moved to the new configuration format.

    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft

    Nah, the blocks are still there, the rings just don't work.

    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft

    Yeah.. we had to actually write some compat code for that because the way bukkit handles multiworld is VERY different from Forge, so gating to a MV loaded world would crash the client with a Dimension ID error..

    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft

    In the current address scheme 7 characters are used to encode the location of the destination gate, and 2 to encode the dimension ID, so there can only be 7, or 9 character addresses.

    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft
    The main post, has a screenshot of most of the mod's stuff, there are also some pictures on the wiki, which is also linked on the first post.
    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft
    Neither Lochie or Myself have any interest in running a public server... For a while @DrakeBD ran a server with LC and a few other mods but I'm not sure it's still around, but that is the closest to an Official Server you'll get.
    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft
    It's built on forge 1230, but should work on anything newer then 1180, Any version of IC2 *should* work but if it doesn't crash reports *really* help.
    Posted in: Minecraft Mods
  • To post a comment, please .